Perk List (LW2)

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Class Perks

Aggression
Aggression
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Available for: Assault, Ranger, Sharpshooter
Alpha Mike Foxtrot
Alpha Mike Foxtrot
You do 4 additional points of base damage and 2 additional points of crit damage with your primary weapon.
Available for: Sharpshooter
Area Suppression
Area Suppression
Fire a barrage that pins down multiple targets within a 4-tile radius, granting reaction fire against anyone that moves, and imposing a -25 penalty to all targets' aim until suppression is removed. Cannot be used when concealed.
Available for: ADVENT Gunner, Gunner
Biggest Booms
Biggest Booms
Your grenades and standard rockets can inflict critical damage (50% chance for +2 damage).
Available for: Grenadier, Technical
Both Barrels
Both Barrels
Fire both barrels of sawed-off shotgun at nearby enemy, doing double damage.
Available for: Ranger
Bring 'Em On
Bring 'Em On
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8.
Available for: Assault, Ranger
Bunker Buster
Bunker Buster
Fire a special rocket that destroys buildings and other objects in the environment.
Available for: Technical
Burnout
Burnout
Activating your Flamethrower leaves a small smoke cloud around your position, providing a defensive bonus.
Available for: Technical
Center Mass
Center Mass
You do one additional point of base damage when using guns.
Available for: Advanced Warfare Center, Grenadier, Gunner, Ranger, Sharpshooter
Close and Personal
Close and Personal
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
Available for: Assault, Ranger
Close Combat Specialist
Close Combat Specialist
During enemy turns, fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. Will not trigger if soldier is concealed.
Available for: Assault
Close Encounters
Close Encounters
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Close Encounters cannot be used after Run and Gun is activated.
Available for: Assault
Combat Fitness
Combat Fitness
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Available for: Gunner, Ranger
Concussion Rocket
Concussion Rocket
Fire a special rocket that does limited damage but has a chance to stun or disorient organic enemies within its area of effect and leaves a cloud of smoke.
Available for: Technical
Coup de Grâce
Coup de Grâce
Sword attacks against unconscious, stunned, panicked or disoriented enemies have +50 aim, +50 crit and deal two points of additional base damage.
Available for: Shinobi
Cutthroat
Cutthroat
Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Available for: Shinobi
Executioner
Executioner
Confers +10 aim and +10 critical chance against targets at half or less of their original hit points.
Available for: Ranger
Fire in the Hole
Fire in the Hole
Your rockets are more accurate.
Available for: Technical
Firestorm
Firestorm
Once per battle, attack all units in a complete circle around the soldier's position. Also grants immunity to fire damage.
Available for: Technical
Formidable
Formidable
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks.
Available for: Assault, Grenadier, Gunner, Ranger, Technical
Fortify
Fortify
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown.
Available for: Assault, Ranger, Technical
Ghostwalker
Ghostwalker
Activate this ability to reduce enemy detection range against you by 25% for the rest of your turn as well as the following turn. Four-turn cooldown.
Available for: Advanced Warfare Center, Shinobi
Heavy Weapons
Heavy Weapons
This soldier is trained to use the XCOM gauntlet, a combination Rocket Launcher and Flamethrower.
Available for: Technical
Implacable
Implacable
If you score one or more kills on your turn, you are granted a single bonus move.
Available for: Shinobi
Javelin Rockets
Javelin Rockets
The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range.
Available for: Technical
Napalm-X
Napalm-X
Your Flamethrower can now disorient or panic enemies.
Available for: Technical
Phosphorus
Phosphorus
Your flamethrower can now damage mechanical units and shreds armor.
Available for: Technical
Point Blank
Point Blank
Fire your sawed-off shotgun at a nearby enemy.
Available for: Ranger
Quickburn
Quickburn
Activate so your next use of the flamethrower will not cost an action.
Available for: Technical
Rapid Fire
Rapid Fire
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability.
Available for: Assault, Ranger, Shinobi, Technical
Roust
Roust
Special Flamethrower shot that does limited damage but forces enemies to change their position.
Available for: Technical
Run and Gun
Run and Gun
Take an action after dashing.
Available for: Assault
Rupture
Rupture
A Rupture shot has a large bonus to crit chance and ensures that the target takes an additional +3 damage from all attacks in the future.
Available for: Gunner, Ranger
Salvo
Salvo
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
Available for: Grenadier, Technical
Shredder
Shredder
Your primary weapon attacks shred armor.
Available for: Gunner, SPARK, Technical
Street Sweeper
Street Sweeper
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover.
Available for: Assault
Stun
Stun
Fire your Arc Thrower to incapacitate a target.
Available for: Assault
Stun Gunner
Stun Gunner
Your Arc Thrower now has a bonus to hit.
Available for: Assault
Suppression
Suppression
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposes a -25 penalty to the target's aim.
Available for: Andromedon, Gunner, Muton, Ranger, Specialist, Technical
Tactical Sense
Tactical Sense
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Available for: Ranger, Shinobi, Technical
Tandem Warheads
Tandem Warheads
Your grenades and rockets do full damage to units to the maximum extent of their area of effect.
Available for: Technical
Tradecraft
Tradecraft
This soldier has significantly reduced infiltration times while on missions.
Available for: Shinobi

Alien Exclusive Perks

Bind and Crush
Bind and Crush
Bind and crush an adjacent humanoid enemy, dealing minor damage. Allied units can fire upon the immobilized target.
Available for: Viper
Counterattack
Counterattack
Chance to ignore melee damage and instantly respond with a melee strike, possibly stunning the attacker.
Available for: Muton
Execute
Execute
Mutons can perform a finishing move on an adjacent stunned enemy.
Available for: Muton
Poison Spit
Poison Spit
Spit deadly poison at an area.
Available for: Viper
Tongue Pull
Tongue Pull
Grab a target with your tongue and pull them to melee range. Only humanoid targets can be pulled.
Available for: Viper

AWC Exclusive Perks

See also Advanced Warfare Center

Offensive

Steady Hands
Steady Hands
If you did not move last turn, gain +10 Aim and +10 Critical chance.
Deadshot
Deadshot
Bonus 10% chance to critically hit enemies.
Holo Targeting
Holo Targeting
Holotarget your enemy to grant an aim bonus to all attacks on this target by you and your allies for the remainder of the turn.

Defensive

Deep Cover
Deep Cover
If you did not attack this turn, hunker down automatically.
Will to Survive
Will to Survive
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.
Smoker
Smoker
Grants one free smoke grenade item to your inventory.
Flashbanger
Flashbanger
Grants 1 free flashbang item to your inventory.
Aim
Aim
Hunker Down now confers +20 Aim to the first shot on the following turn.
Resilience
Resilience
Enemy attacks against you suffer a -50 penalty to critical hit chances.
Field Medic
Field Medic
Equipped medikits have 2 extra charges.

Officer Perks

Leadership
Leadership
This officer provides bonuses to will, dodge and infiltration to soldiers who have previously served under his or her command. These bonuses scale up the more missions they go on together.
Command
Command
End your turn to grant a bonus action to any visible member of the squad. The number of charges is dependent on the officer's rank.
Intervention
Intervention
Activate this ability to spend 10 intel and gain two turns on the current mission timer. The number of charges is dependent on the officer's rank.
Commissar
Commissar
Pistol shots against allies who have been mind-controlled by enemies have +50 to hit, cannot be dodged, and automatically kill the target if a hit occurs.
You'll Need This
You'll Need This
Pass a spare pistol to a civilian ally.
Oscar Mike
Oscar Mike
Spend an action to give all allies within Command Range +5 Mobility for the remainder of the turn. Usable once per mission.
Focus Fire
Focus Fire
Spend an action to pinpoint a target and grant your squad cumulative Aim bonuses and 1 Armor Piercing on attacks against that target for the rest of the turn.
Incoming!
Incoming!
Activate this ability to grant everyone within command range four points of damage resistance against explosive attacks through the end of the next alien turn.
Get Some
Get Some
Twice per mission, spend an action to grant all allies within Command Range a +20 bonus to Critical Hit chances for the remainder of the turn.
Trial by Fire
Any soldier going on a mission under this officer below the rank of sergeant will automatically level up.
Jammer
Jammer
Once per battle, delay the arrival of incoming enemy reinforcements by one turn.
Lead By Example
Lead By Example
The Officer improves the Aim, Will and Hack of soldiers within Command Range by half the difference between soldier and Officer.
Collector
Collector
Any kills of a non-human enemy by the squad have a 33% chance to grant 1 intel point as long as the Officer is healthy.
Fire Discipline
Fire Discipline
All allies within Command Range of the Officer gain +10% to hit on reaction fire.
Defilade
Defilade
Soldiers within Command Range of the Officer receive +5 bonus to defense value provided by cover.
Air Controller
Air Controller
The Skyranger will arrive 2 turns sooner during evacuations.
Infiltrator
Infiltrator
The officer's squad will infiltrate enemy targets more quickly.
Combined Arms
Combined Arms
All allies within Command Range of the Officer do +1 damage with all successful attacks.
Scavenger
Scavenger
Mission rewards of supplies, Alien Alloys and Elerium increased by 30% after successful missions. Squad members have a chance of collecting extra Alien Alloys and Elerium from aliens.

Pistol Perks

Return Fire
Return Fire
When targeted by enemy fire, automatically fire back with your pistol once per turn.


Quickdraw
Quickdraw
Firing your pistol with your first action no longer ends your turn.


Clutch Shot
Clutch Shot
Once per mission, fire a pistol shot that cannot miss.


Lightning Hands
Lightning Hands
Fire your pistol at a target. This attack does not cost an action.


Faceoff
Faceoff
Fire once at every visible enemy with your pistol.


Fan Fire
Fan Fire
Fire the pistol three times at the same target.


Gunslinger
Gunslinger
Take a reaction shot with your pistol against any enemy that moves or attacks within 8 tiles and a wide cone of fire.